
Sam – with companions by his side – sets out on a new journey to save humanity from extinction. Join them as they traverse a world beset by otherworldly enemies, obstacles and a haunting question: should we have connected?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
From legendary game creator Hideo Kojima comes an emotionally charged evolution of this genre-defying experience. In bringing this title to PC, KOJIMA PRODUCTIONS worked with Nixxes Software to deliver the definitive version of the critically acclaimed console release.
In the expansive open world of DEATH STRANDING 2: ON THE BEACH, countless areas with vastly different terrains and environments are seamlessly connected, and the changing time, weather and nature itself provide a variety of landscapes and challenges.
There are various obstacles that will prevent Sam from completing his mission. Face them head-on, sneak around, or completely avoid dangerous areas. Choose your approach to any situation.
Eleven months after the events of the original DEATH STRANDING, rejoin Sam and his companions on a new journey to save humanity from extinction and discover the answer to this haunting question: Should we have connected?
Join Sam for the next chapter of his journey as he attempts to connect Australia to the Chiral Network. Navigate a living environment through day and night cycles, natural disasters – including earthquakes, sandstorms and forest fires – and Timefall, a rain that instantly ages everything it touches.
To traverse this dangerous landscape, you’ll need to build new types of infrastructure, master specialized equipment and confront (or evade) the otherworldly creatures that roam the fractured world.
Face enigmatic Mech soldiers, as-yet unseen BTs and new boss types that will push Sam to his limits. As you prepare for each journey, you’ll be able to fabricate weapons like machine guns, shotguns and grenade launchers to deal with threats. Or, choose to avoid confrontation altogether with stealth – using decoy holograms, silent takedowns and long-ranged gear.
Through APAS enhancements, Sam can learn new skills that will improve his odds of survival, like enhanced weapon fire-rates or reduced movement noise to help him stay hidden.
The iconic Social Strand System of DEATH STRANDING returns to encourage asynchronous connection across the globe. Your in-game actions affect how other players interact with the world and vice-versa – so connect, collaborate and help your fellow Porters on their journeys.
Leave a “Like” on a useful bridge, donate resources to community projects, store field ware in shared lockers and finish incomplete deliveries as you stumble upon dropped cargo from other Porters. As you support other players on their journeys, your own reputation will grow, giving you access to valuable resources and new gear.
Full integration with NVIDIA’s DLSS, AMD’s FSR and Intel’s XeSS and upscaling and frame generation technologies, allowing you to reach higher output resolutions; enjoy crisp, high-fidelity visuals as you navigate and explore an expansive and unpredictable open world.¹
Benefit from the option of higher framerates as well as tailored graphic settings, for a wide range of hardware – supporting every delivery with solid performance.¹
Witness even more of this incredible world with panoramic, super-ultrawide (32:9) support for gameplay, with standard ultrawide (21:9) support for in-game cut scenes.²
Take control with full mouse and keyboard support to suit your play style. Personalize your gameplay further by mapping custom keybinds.
Feel the action with full DualSense controller integration. Seize the thrill of combat through haptic feedback, or maintain cargo weight distribution – and steady yourself – using innovative adaptive trigger functionality.³
- - - - - - - -
¹ Compatible PC and graphics card required.
² Compatible PC and display device required.
³ DualSense® controller and wired connection required to experience the full range of in-game controller features.
⁴ Supports 3D Audio via Dolby Access or DTS Sound Unbound, or Windows Sonic for headphones.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 27.6Kreviews | 95% | — | $26.3M |
| $69.99 | 52.5Kratings | 97% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2783 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
playing this was such a wonderful experience
Keep on Keeping on! 比一代玩的爽,剧情稍逊于一代。 *PC首发优化有问题,经常崩溃,更新后稳定性有所提升,但性能表现下降
This is a game of its own. The graphics are the best I've ever seen. I love being a mailman. The story though is so so bad.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 5: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Czech, Dutch, Greek, Japanese*, Korean, Polish* +6 more
Hours played at review time, across 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2] 割裂依旧无可替代 [/h2] 88.6h通关。中间推到披萨大厨之后索然无味,弃坑了差不多两三个月,这两周高强度还是给它捡起来打完了。和一代几乎没有任何区别但同时又有很大区别的游戏。 可以从配乐响起的瞬间上分析。很多人说二代的配乐没有一代的感动了。最表面的原因是音乐本身审美不够统一,很多奇奇怪怪的曲风都混在一起,我真的不觉得加一堆jpop是个好主意。从游戏性上来讲,送货变简单了,因此音乐也少了一代的那种苦尽甘来的奖励性质,好像是为了遵循某种模版,送到地必须放,放了也激不起任何波澜。卡车太好用了,绝大部分时候才放了半分钟的歌就送到了,惬意地开着卡车突然来一首感人的歌曲,不知道在感动什么。最重要的是剧情驱动,一代的山姆从始至终都有一种使命感,而二代没有那种急于拯救世界的感觉,也没有压抑的氛围感,也没有迫在眉睫的巨大危机,旅程十分轻松愉快,甚至这种愉快是和山姆开头遭遇的悲剧背道而驰的。也许只在结尾,剧情最密集的时候,Low Roar的那几首歌才显得恰到好处。 送货的游戏性很大程度上来源于克服困难,获得延迟享受的成就感。然而二代送货实在是过于简单,即便是雪山,用卡车也几乎能平推,更何况还有其他的花活。战斗原本是送货路程上的障碍,一代我都是尽可能的避战,遇到bt尽量潜行过去。二代的战斗却成为了山姆释放的游乐场,真有多好玩也说不上来,残酷难度想要清掉营地也很容易,但是我不是一个喜欢钻研尝试不同流派,追求“打得好看”的玩家,中后期基本都用电击波拉枪平推了,巨型BTboss战也仅仅是起到一个演出效果的作用,战斗深度几乎没有。 也许战斗升级是为了突出本作“棍棒”的主题。然而这个世界就是为了“连接”而生,一切高概念的设定都是为了服务于“连接”,而一代则是服务于这一概念的完美的耦合体。二代沿用这个世界讲述一个有关“棍棒”的故事,但是山姆所做的事仍然是“连接”,多少有那么一些割裂感。 我还是喜欢基建,本作中少有的感动时刻都在墨西哥和雪山建立滑索网时弹尽粮绝遇到了其他玩家的帮助。我还是喜欢看风景,画面太惊人了,行驶在公路上,侧身在轨道上,光是看风景就能弥补情绪调动上的不足。我还是喜欢新川洋司的科幻设定,麦哲伦号和幽灵机甲真的爆帅。我还是喜欢密集爆炸演出式的结尾,最后的裸男吉他大战真是又紧绷又难绷,贡献了我游玩历史上最诡异的心流。 割裂的好游戏。
Very linear, but incredibly atmospheric. Excellent sound and graphic design. An unexpectedly thorough continuation of the first game.
I have some significant issues with this as a sequel, but overall this is a much better realised game than the original. Overall, if you liked the original game, play this. If you didn't like Death Stranding 1 but are open to the basic gameplay idea, play this. If you hated the original, don't play this. The gameplay is improved accross the board. Much more to do, many more systems added, a fully fleshed out stealth system has been added and there are more combat options than any single person could realistically use in one playthrough - this is essentially a giant (and I mean giant) Death Stranding- themed playbox. I recommend you rush The Lone Commander to 5* and then just focus on story missions. Having all the optional content not completed in the post-game where you have access to all your fun tools and not making the main story too easy by developing the world will absolutely be the best experience. I played entirely on SteamDeck and other than the first 2 weeks of release where I had to use a dodgy Russian mod to get higher than 20FPS, the game now runs consistently between 30 and 50FPS other than a few extreme cases where you're at or under 20FPS - but these never overlapped with any gameplay that wasn't just travelling. The only exception is when there is ablot of weather and explosions in a short period while fighting large camps humans, where the game would occasionally hitch while aiming. While I whole-heartedly recommend this game, there are a list of issues. 1. The story. As one of Death Stranding 1's best features was the story and the storytelling, this is my biggest gripe with the sequel. The first 2/3s of the game has a shocking lack of story and cutscenes. While the public's biggest issue with the original game was too much cutscene, the fans of the first game's biggest issue will likely be the lack of story and how weak the storytelling is. Characters are frequently introduced then ignored for most of the rest of the game. Some plot points happen and then are presented as twists at the end despite the player already knowing the truth of the twist. Sam barely plays a role in the story and unlike the first game where the player is in the same shoes as Sam, this game goes for the opposite angle and has the protagonist ignore 90% of the facts given to him creating a huge disconnect between player and player character. A lot of the usual Kojima cutscenes are now just optional, half-hidden text to read. I think the intention was that the first game they want to make you feel connected with everyone, but the second game they want to make you feel disconnected. This is a great idea, but the gameplay (which is 95% of this game) does not support this goal, while in the original the ganeplay and story both worked in harmony to create the intended experience. If this was Kojima doing his Kojima thing, it may be the worst example of it since Policenauts. But I have a feeling that this was more Kojima being petty, "well if you complain about too much story, how about I take all the story out!" 2. Difficulty I admit this point may become moot when I try the To The Wilder difficulty, but despite me being bad at the first game and not much better at the sequel, I almost never found the game dofficult. I had a total 5 deaths over the 180 hours it took me to beat the game and 3 of them were just because I didnt understand what a boss was trying to get me to do on the first attempt. I never died twice to any enemy. Feeding into this is how massively overpowered the offroader is in this entry and how abundent stamina buffs are - I ran out of stamina exactly twice. One was during a 2-part mission where the second part was a surprise so I wasnt prepared (one of the best missions in the game) and the other was due to an extended boss fight where I wasn't paying attention to my stamina. This is all alegedly resolved in the new difficulty. I do not use player-made ziplines (which were what trivialised the first game), so I am surprised that the game was still extremely easy despite not using easy mode. But the real issue I have with difficulty is the natural disasters, or more the complete lack of them. Considering the marketing for the game and the constant reminder of the phrase "into the wild", I was never once put into any real danger by natural disasters, and they all appear to be locked to specific areas, so what should have been the coolest new mechanic ultimately ends up being a gimmick for 3 or 4 missions and never turns up again. A real shame as this would have been one of my favourite aspects of the game otherwise. 3. Delivery variety Other than a few notable standouts (almost all of them related to The Adventurer), the deliveries in the game never really get beyond "deliver this", "fetch and deliver this" or "kill this". This is made especially evident once you unlock Mr Impossible. All of the sub orders for Mr I were very, very fun and had you engage your brain to complete his missions, some even requiring active prep work in the field before taking the order. Once you play his missions, you immediately start to wonder why all of the 400 optional deliveries fail to engage your brain beyond "do I drive or climb for this one". There are even some Aid Requests which require more thinking than the missions which are the bulk of the game. So while the game improves on the game mechanics accross the board and adds a whole host of new mechanics to get stuck in with, the major gameplay of the game is unfortunately barely improved on the original, but unlike the original, this gameplay is no longer used to enhance the story. The story itself is also perhaps one of the worst written from Kojima, and this is from someone who loves MGS4 - I am lost in the sauce enough that I should gobble up anything from Kojima, so this is especially bad. 4. The Soundtrack The first game was explicitly inspired by Kojima's time in North Europe and his instant love for the band Low Roar, and you can tell - on occasion the game feels more like a 100hour music video than its own product. The second game unfortunately completely fails to capture this feeling. Partly, this is due to the very unfortunate circumstance of the lead vocalist of Low Roar passing away during the development of the game. This should have been an opportunity for that real life event to take more presidence in Death Stranding 2, as this fits thematically with the story of the sequel, but instead the majority of times a song was played it completely failed to hit the mark (other than Raindrops of course). I dont think this game had to be another Low Roar music video, but they swung way too far the other way, just like the storytelling. The other major issue with the music is the ability to play songs (almost) anywhere. When you play the first game, you end up wishing that you could play your music collection outside of your private room, but playing the second game you start to wish that the use of music was more targeted like the first. I think the solution here would have been to only have playlists playable in the offroader - this would have maintained the atmosphere of the original while still letting you listen to your tracks fairly often. Regardless, if this is your first Death Stranding experience, I highly recommend. This is an absolute banger of a game. I'll update this once I 100% the game and see if it was all worth it.
This is a great game... They quietly fixed a lot of little details in the gameplay, such as floating carriers automatically loading and unloading from vehicles, returning to the way they were just like your backpack does. Saving a lot of repetitive steps.
比一代容易上手,但是一代的孤独感更强一些
based Kojima does it again
good
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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